Game.forceSingleUpdate is now true by default.

This commit is contained in:
photonstorm 2016-04-05 23:40:15 +01:00
parent b762e1dc55
commit 65f8f111c8
2 changed files with 2 additions and 1 deletions

View file

@ -343,6 +343,7 @@ You can read all about the philosophy behind Lazer [here](http://phaser.io/news/
* The Debug canvas now listens for the ScaleManager.onSizeChange signal and resizes itself accordingly when running under WebGL. This means if your game size changes the Debug canvas won't be clipped off (thanks @francisberesford #1919)
* Camera.follow now uses the Targets `world` property to seed the camera coordinates from, rather than its local position. This means Sprites that are members of offset Groups, or transformed display lists, should now be followed more accurately (thanks @rbozan #2106)
* PluginManager.destroy is now called by Game.destroy.
* Game.forceSingleUpdate is now `true` by default.
### Bug Fixes

View file

@ -377,7 +377,7 @@ Phaser.Game = function (width, height, renderer, parent, state, transparent, ant
/**
* @property {boolean} forceSingleUpdate - Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.
*/
this.forceSingleUpdate = false;
this.forceSingleUpdate = true;
/**
* @property {number} _nextNotification - The soonest game.time.time value that the next fpsProblemNotifier can be dispatched.